Search found 167 matches

by Derakon
Mon May 13, 2019 12:57 am
Forum: Ideas & Suggestions
Topic: Couple of simple Suggestions.
Replies: 6
Views: 364

Re: Couple of simple Suggestions.

There should always be a tinker at Rigel Aurelius, I'm pretty sure.

For mining, my advice is to get your ore by killing Borers, and forget about the ore in the rocks.
by Derakon
Wed Apr 17, 2019 3:48 am
Forum: Stable (v1.7) Bug Reports
Topic: armor resists ( laser ) no longer apply
Replies: 2
Views: 318

Re: armor resists ( laser ) no longer apply

If I recall correctly, weapons actually do a range of damage values, and the listing in the item details is just the average roll. A listing of 7.5 damage/shot could be given by a 3d4 weapon or a 1d14, for example. That said, I don't think that can fully explain what you saw -- even if they rolled a...
by Derakon
Thu Apr 04, 2019 5:53 pm
Forum: Commonwealth
Topic: What's up with loot in 1.8?
Replies: 8
Views: 573

Re: What's up with loot in 1.8?

It's possible that the Gaian issue was from mods I was running. Elemental Shift significantly expands the plasma weapon line. But it's hard to know.
by Derakon
Fri Mar 22, 2019 7:31 pm
Forum: Stable (v1.7) Bug Reports
Topic: armor bug, advanced cerraloy
Replies: 4
Views: 307

Re: armor bug, advanced cerraloy

Ah, sorry, I misread your post. Thanks for clarifying.
by Derakon
Fri Mar 22, 2019 3:15 pm
Forum: Stable (v1.7) Bug Reports
Topic: armor bug, advanced cerraloy
Replies: 4
Views: 307

Re: armor bug, advanced cerraloy

The "radiation vulnerable" is to indicate that, unlike other level-7 armors, this one still lets you be irradiated. I grant that it's confusingly-displayed currently. If there were some kind of armor augmentation that granted the radiation-immune flag (barrel of rad-hardening paste?), and you used i...
by Derakon
Tue Mar 19, 2019 7:48 pm
Forum: Ideas & Suggestions
Topic: Tweaking the Minotaur (+ more player ships)
Replies: 11
Views: 718

Re: Tweaking the Minotaur (+ more player ships)

The problem isn't just that the Minotaur is stronger than the other options, it's also that the game was balanced around the starters, so introducing ships that are significant upgrades to the starters makes the game easier. I mean, it's already possible to more-or-less trivialize the game even with...
by Derakon
Sat Mar 16, 2019 6:12 pm
Forum: Commonwealth
Topic: What's up with loot in 1.8?
Replies: 8
Views: 573

Re: What's up with loot in 1.8?

It's a known issue, though I can't find a Ministry record for it offhand, so it's possible that George isn't aware of it. I once found 326 plasma cannons in a Gaian Processor wreck.
by Derakon
Tue Mar 05, 2019 12:47 am
Forum: Ideas & Suggestions
Topic: Fuel efficiency for starting ships
Replies: 11
Views: 860

Re: Fuel efficiency for starting ships

yes i am aware of the heliotrobe enhancment, not usfull for 1gw's tho, they cant use heliotrope's. as for the push button comment... I -> 7 domina power... Yep, I'm also not a fan of Inspiration. :) And Heliotrope fuel not being usable by the Hyperion is fine IMO, that reactor is already way more t...
by Derakon
Mon Mar 04, 2019 8:04 pm
Forum: Ideas & Suggestions
Topic: Fuel efficiency for starting ships
Replies: 11
Views: 860

Re: Fuel efficiency for starting ships

Are you aware that Heliotrope fuel has a chance to make your reactor more efficient when used? It boosts output by 20% and increases efficiency by IIRC 50%. I have to say I'm not thrilled by the idea of being able to apply a generic enhancement to any kind of equipment. It feels less special to me t...
by Derakon
Tue Feb 26, 2019 2:19 pm
Forum: The Drawing Board
Topic: galactic map probe ideas please
Replies: 2
Views: 255

Re: galactic map probe ideas please

Rather than making a new auton, why not add rumors at Commonwealth stations that let the player learn more about the current or upcoming systems? There's a few rumors that grant knowledge about local stations; I don't see why they couldn't grant knowledge about stargates or systems further out as we...
by Derakon
Sat Feb 23, 2019 5:46 am
Forum: Mod Announcements
Topic: PM's mods
Replies: 308
Views: 105050

Re: PM's mods

To be clear, I don't think this kind of thing is necessarily a problem. The Weapon Labs mod is even more unbalanced but also a lot of fun to play with for similar reasons -- there's a lot of neat combos you can set up and weapons that the main game doesn't enable. I just wanted to make sure you were...
by Derakon
Sat Feb 23, 2019 2:07 am
Forum: Mod Announcements
Topic: PM's mods
Replies: 308
Views: 105050

Re: PM's mods

I don't know how much (if at all) you care about balance, but you can get some pretty silly results out of the DrakeTech mod. https://i.imgur.com/hOZZtevl.jpg (click for full size) Those listed stats should be doubled, because the Split module's extra projectiles don't show up in the stats page. And...
by Derakon
Tue Feb 19, 2019 8:52 pm
Forum: Commonwealth
Topic: CC permadeath high score
Replies: 3
Views: 334

Re: CC permadeath high score

Wait, the high-speed howitzer loader works with the APC? :shock:

Nice run, in any case! I could never be bothered to do all of the missions, in particular I always skip Benedict's autons because it amuses me to irritate him by refusing his training. :)
by Derakon
Sun Feb 03, 2019 5:33 am
Forum: Beginner's Luck
Topic: Stacking weapon upgrades fail?
Replies: 5
Views: 547

Re: Stacking weapon upgrades fail?

Optimizers are still useful; they boost DPS by +40% while also improving your effective chance to hit and to get projectiles past your opponents' projectiles. If you have a weapon with a damage type where the +10% enhancers are rare (basically blast or particle), it's definitely worth using an optim...
by Derakon
Tue Jan 29, 2019 4:58 am
Forum: The Drawing Board
Topic: Weapons Lab Beta being updated
Replies: 6
Views: 648

Re: Weapons Lab Beta being updated

Is this the mod that let you make guns that shoot rapidfire five-way thermo spreads or Shatter rings? If so, it's pretty cool, but balanced it ain't! :D